Spotlight Bouncing Problem
So recently I've been trying to make a similar game to Slender Man, and the only thing that's different is the entire game takes place indoors.
Now, as usual the character has a torch, and I've implemented it using Light of type Spot, and tweaked it so it flashes when there's not enough power.
In real life, when you light up a dark room with a torch, all other objects that are not covered by the spotlight are still lit by some degree because the light bounces off to other objects;
In Unity, because I need to keep the room in completely darkness so I set the Ambient Intensity of Lighting in the Windows tab to 0, and removed the skybox as well. It looks fine but it doesn't appear to have that light-bouncing effect mentioned above. Can someone teach me how to do so?
That's what Ambient light is for. In real time, you can't simulate the effect of light bouncing around (it's called Ray-Tracing, I think.). Ambient is a completely fake thing that says "we'll just pretend scattered light hits everything evenly."
The trick is, computer light is just lots of fake tricks to make things good enough.
Yeah, but to be specific I want to make the scene's ambient light rely entirely on the flashlight; for example, the intensity of ambient light of a certain area or corner is fully dependent on the intensity of the flashlight and the distance to the flashlight.
I think you mean indirect lighting. Check out the Unity 5 manual about pre-computed real-time GI.
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